// Copyright (c) 2010, Anthony Cassidy
// All rights reserved.
// 
// Redistribution and use in source and binary forms, with or without modification, are 
// permitted provided that the following conditions are met:
// 
//     * Redistributions of source code must retain the above copyright notice, this list 
//         of conditions and the following disclaimer.
//     * Redistributions in binary form must reproduce the above copyright notice, this 
//         list of conditions and the following disclaimer in the documentation and/or 
//         other materials provided with the distribution.
//     * Neither the name of the AntsAdventureGameCreator nor the names of its contributors 
//         may be used to endorse or promote products derived from this software without 
//         specific prior written permission.
// 
// 
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY 
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES 
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT 
// SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF 
// THE POSSIBILITY OF SUCH DAMAGE.
#pragma once
#include <QPointer>
#include <QPoint>
#include <QString>
#include "Animations.h"
#include "SpecialAnimation.h"
class XReceiver;
class XEmitter;
class XReceiver;
class XRoomObject;
class Choices;

/*!
@class RoomObject
*/
class RoomObject 
{
public:
    /*!  Shows or hides the object. */
    void SetVisible(bool visible = true) const;
    void PlayAnimation(QString animationKeyword, int delay=0) const;
    void PlayAnimationWithoutBlocking(QString animationKeyword, int delay=0) const;
    void PlayAnimationHoldLastFrame(QString animationKeyword, int delay=0) const;
    void PlayAnimationHoldLastFrameNonBlocking(QString animationKeyword, int delay=0) const;
    void PlayAnimationRepeatWhilstVisible(QString animationKeyword, int delay=0) const;
    void PlayAnimationBackwards(QString animationKeyword, int delay=0) const;
    void PlayAnimationBackwardsHoldLastFrame(QString animationKeyword, int delay=0) const;

    void SetX(int x) const;
    void SetY(int y) const;
    int X() const;
    int Y() const;
    void SetCurrentAnimationFrameIndex(int i) const;
    void SetCurrentAnimationName(QString s) const;
    void SetTalkingAnimationName(QString s) const;
    void SetTalkingDelay(int i) const;

    void Say(QString speech) const;
    void SayNonBlocking(QString speech) const;
    void SayWithoutAnimation(QString speech) const;
    void SayWithoutAnimationNonBlocking(QString speech) const;


    int GetCurrentAnimationFrameIndex() const;

    void SetDisplayName(QString displayName) const;
    void PreloadAnimation(QString animKeyword) const;
    void IncrementFrame() const;
    void UpdateImage() const;
    void WalkTo(int x, int y) const;
    void WalkTo(QPoint xy) const;
    QPoint BaseMiddle() const;
    int DoChoices(Choices ch) const;
    void DoSingleChoice(const char* dialog) const;

    void SetSpecialAnimation(SpecialAnimation, QString animKeyword) const;

    bool IsVisible() const;
    const Animations& GetAnimations() const;

    void SetTalkingColor(QString color) const;
    void SetOrderingNumber(int orderingNumber) const;
    int OrderingNumber() const;
    void SetEnableGive(bool isGiveEnabled) const;
    QString Keyword() const;
private:
    RoomObject();
    RoomObject(QPointer<XRoomObject>&);
    ~RoomObject();

    std::auto_ptr<XEmitter> m_emitter;
    const QPointer<XRoomObject> m_orig;
    Animations m_animCollection;

    friend class RoomObjects;

};



